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Kobold Drakerider

Challenge
Terrain
str
12
dex
14
con
10
int
10
wis
10
cha
8

AC 12
HP 14 (4d6; bloodied 7)
Speed 30 ft.


Proficiency +2; Maneuver DC 12
Senses darkvision 60 ft., passive Perception 11
Languages Common, Draconic

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls , as well as on Perception checks that rely on sight.

Mounted Combatant. While mounted, the kobold can use a bonus action to command its mount. The mount can use its reaction to move up to its Speed or make a melee attack.


ACTIONS

Bill Hook. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) slashing damage. If the target is a Medium or smaller creature, it must succeed on a DC 11 Strength saving throw or fall prone .

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.


REACTIONS

Defensive Reins. The kobold adds 2 to the mount’s AC against one attack that would hit the mount. To do so, the kobold must be mounted and able to see the attacker.

Combat

The drakerider uses its bill hook against mounted opponents. Otherwise it keeps its distance and uses its sling. It flees if dismounted.

Description

Kobold drakeriders act as mounted combatants and scouts. Each drakerider bonds with a specific drake , who will accept no other rider

Encounters

Kobolds thrive underground and in any area inhabited by dragons.

CR 0–2 kobold artillerist with 1d4 kobolds

Treasure 3 jasper gemstones (50 gp each), rusty but gold-filigreed helmet (25 gp)

CR 3–4 3 or 4 kobold drakeriders mounted on green kobold drakes ; kobold bully with kobold artillerist and 1d4 + 4 kobolds

Treasure 220 gp, Small set of half plate (worn by the kobold leader), gong of alarm (chapter 3

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.